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57432f03
T
three.js
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体验新版 GitCode,发现更多精彩内容 >>
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57432f03
编写于
2月 20, 2016
作者:
B
Ben Houston
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
get macros for encodings working.
上级
e3840079
变更
5
隐藏空白更改
内联
并排
Showing
5 changed file
with
16 addition
and
15 deletion
+16
-15
src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
...derers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
+3
-3
src/renderers/shaders/ShaderChunk/encodings.glsl
src/renderers/shaders/ShaderChunk/encodings.glsl
+2
-1
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
+4
-4
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
+4
-4
src/renderers/shaders/ShaderLib.js
src/renderers/shaders/ShaderLib.js
+3
-3
未找到文件。
src/renderers/shaders/ShaderChunk/emissivemap_pars_fragment.glsl
浏览文件 @
57432f03
...
...
@@ -2,10 +2,10 @@
uniform
sampler2D
emissiveMap
;
vec4
emissiveMapTexelToLinear
(
vec4
texel
)
{
vec4
emissiveMapTexelToLinear
(
vec4
value
)
{
#define DECODE_MACRO EMISSIVEMAP_ENCODING
#include
"encoding_template.glsl"
#undef
DECODE_MACRO
#include
<encoding_template>
#undef
MACRO_DECODE
}
#endif
src/renderers/shaders/ShaderChunk/encodings.glsl
浏览文件 @
57432f03
...
...
@@ -38,7 +38,7 @@ vec4 LinearToRGBE( in vec4 value ) {
float
fExp
=
ceil
(
log2
(
maxComponent
)
);
return
vec4
(
value
.
rgb
/
exp2
(
fExp
),
(
fExp
+
128
.
0
)
/
255
.
0
);
}
/*
vec4 EncodingToLinear( in vec4 value, in int fromEncoding ) {
switch( fromEncoding ) {
...
...
@@ -102,3 +102,4 @@ vec4 LinearToEncoding( in vec4 value, in int toEncoding )
}
}
*/
src/renderers/shaders/ShaderChunk/envmap_pars_fragment.glsl
浏览文件 @
57432f03
...
...
@@ -11,10 +11,10 @@
#endif
uniform
float
flipEnvMap
;
vec4
envMapTexelToLinear
(
vec4
texel
)
{
#define
DECODE_MACRO
ENVMAP_ENCODING
#include
"encoding_template.glsl"
#undef
DECODE_MACRO
vec4
envMapTexelToLinear
(
vec4
value
)
{
#define
MACRO_DECODE
ENVMAP_ENCODING
#include
<encoding_template>
#undef
MACRO_DECODE
}
#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( STANDARD )
...
...
src/renderers/shaders/ShaderChunk/map_pars_fragment.glsl
浏览文件 @
57432f03
...
...
@@ -2,10 +2,10 @@
uniform
sampler2D
map
;
vec4
mapTexelToLinear
(
vec4
texel
)
{
#define
DECODE_MACRO
MAP_ENCODING
#include
"encoding_template.glsl"
#undef
DECODE_MACRO
vec4
mapTexelToLinear
(
vec4
value
)
{
#define
MACRO_DECODE
MAP_ENCODING
#include
<encoding_template>
#undef
MACRO_DECODE
}
#endif
src/renderers/shaders/ShaderLib.js
浏览文件 @
57432f03
...
...
@@ -204,6 +204,7 @@ THREE.ShaderLib = {
"
#endif
"
,
THREE
.
ShaderChunk
[
"
common
"
],
THREE
.
ShaderChunk
[
"
encodings
"
],
THREE
.
ShaderChunk
[
"
color_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
uv_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
uv2_pars_fragment
"
],
...
...
@@ -214,7 +215,6 @@ THREE.ShaderLib = {
THREE
.
ShaderChunk
[
"
emissivemap_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
envmap_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
bsdfs
"
],
THREE
.
ShaderChunk
[
"
encodings
"
],
THREE
.
ShaderChunk
[
"
ambient_pars
"
],
THREE
.
ShaderChunk
[
"
lights_pars
"
],
THREE
.
ShaderChunk
[
"
fog_pars_fragment
"
],
...
...
@@ -369,6 +369,7 @@ THREE.ShaderLib = {
"
uniform float opacity;
"
,
THREE
.
ShaderChunk
[
"
common
"
],
THREE
.
ShaderChunk
[
"
encodings
"
],
THREE
.
ShaderChunk
[
"
color_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
uv_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
uv2_pars_fragment
"
],
...
...
@@ -380,7 +381,6 @@ THREE.ShaderLib = {
THREE
.
ShaderChunk
[
"
envmap_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
fog_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
bsdfs
"
],
THREE
.
ShaderChunk
[
"
encodings
"
],
THREE
.
ShaderChunk
[
"
ambient_pars
"
],
THREE
.
ShaderChunk
[
"
lights_pars
"
],
THREE
.
ShaderChunk
[
"
lights_phong_pars_fragment
"
],
...
...
@@ -533,6 +533,7 @@ THREE.ShaderLib = {
"
#endif
"
,
THREE
.
ShaderChunk
[
"
common
"
],
THREE
.
ShaderChunk
[
"
encodings
"
],
THREE
.
ShaderChunk
[
"
color_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
uv_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
uv2_pars_fragment
"
],
...
...
@@ -544,7 +545,6 @@ THREE.ShaderLib = {
THREE
.
ShaderChunk
[
"
envmap_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
fog_pars_fragment
"
],
THREE
.
ShaderChunk
[
"
bsdfs
"
],
THREE
.
ShaderChunk
[
"
encodings
"
],
THREE
.
ShaderChunk
[
"
ambient_pars
"
],
THREE
.
ShaderChunk
[
"
lights_pars
"
],
THREE
.
ShaderChunk
[
"
lights_standard_pars_fragment
"
],
...
...
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